82 rooms · levels 40–50
A small but well equipped room with various weaponry. Over in the corner is a table with various maps and drawings on it. A small candle flickers shadows onto the walls...
A rough, dusty road stretches for what must be an eternity. Far off in the distance, the mighty town of Trinity stands dwarfed next to the grand Snowflake Mountains that penetrate the background.
The entrance to the field is marked with massive rows of various crops. Over to the west, a small farmhouse is barely visible.
This eastern portion of the field blots out a good portion of the town with a tall bushy crop growing close together.
The crops are more dense here as a thick, vine-like crop entangles everything. A tall, picket fence marks the South Eastern border of the field.
This section of the field marks a northeastern boundary to the farmer's vast plantation. A large fence surrounds the outside, keeping wildlife from entering and destroying the crops.
In this part of the field, the outskirts of Trinity are barely visible through a vast array of crops. To the west stands the road into Trinity.
The rocky path continues northward into the town while the vast plantation marks an entrance south of the town.
The farmhouse extends here to a small shed. It has not been maintained as well as the main house was and the roof has many holes in it.
This is a small, musty shack with various farming implements on the walls.
This section of the plantation clears out to show a quaint farmhouse with various tools placed outside of it. An open door displays the farmer's obvious sense of security regarding visitors.
This is a simple house made from old redwood. At one corner a small fire dances away in a metal fireplace. In the middle of the room is a table with a few wooden chairs around it.
The entrance to the town is marked by the sheriff's station to the east. To the north, the commercial section of the town holds many stores. To the south, the farmland that surrounds the town of Trinity separate for a small road.
This is a Sheriff's station. Along the walls are various restraining devices and sketches. At the end of the room, a couple of empty, well-made cells eagerly wait for someone to occupy them.
This quaint inn offers warm greetings to all with glances from the visitors. At the end of the room a large reception desk with a rack of keys on the back wall signify where one might sign up to stay the night.
This part of the town marks the entrance to the commercial portion of the town. To the west, a large axe over a door signifies the weapon shop of Trinity while to the east, a rustic building marks the inn of Trinity.
The great weapon shop of Trinity is adorned with various implements of destruction that line the walls. A battered forge graces one part of the room with a few weapons in the process of being made around it.
The entrance changes into a large living room adorned with a desk at one end and numerous paintings along the walls.
The entrance to the mayor's dwelling is built to display the great wealth that the mayor has at his disposal. The entrance is a large, ivory arch with two solid oak doors. The trim on all corners of the building is made out of a fine gold and a thick, rich carpet extends to the south from here.
Trinity avenue ends here where it connects with the entrance to the great zoo of Trinity. To the north, a large building marks the museum of Trinity while to the south an expensive looking building stands out.
The western section of the town center exits the main commercial portion of the town. In the southwest, an expensive looking building stands. Beyond the end of the avenue, two larger structures intended for public use have been built.
The center of all activity in the town. North and south of the town center, various shops line the street. While far to the east and west, two large structures are barely visible. Off to the north, the Snowflake mountains stand monitoring over the great town.
This is the eastern part of the commercial section of Trinity. To the west is the center of the town while to the northeast, the library is located. Far to the east a large domed structure of a complex lattice is barely visible.
To the north, the entrance to the library of Trinity marks an end to Trinity Avenue. To the east, a large, domed structure with a complex lattice for a ceiling appears to be a garden of sorts. Far to the west, the town center marks a central point of activity in the town.
The entrance to the garden is noted by a floor made from marble hexagons with grass growing between the gaps. Large, vine-covered hedges mark the sides of the path. Passages lead to the north and south and the path continues east of here.
This garden is made completely of metallic plants that seem to thrive in the gravelly dirt that form a path. It is here that a tribute has been erected for the great warrior that once walked with the defenders. Giant steel leaves with various conquests written on them litter the floor underneath.
The plants in this section of the garden seem to glow with an almost non-natural light. Most of the bushes have various arcane symbols inscribed in them. Little sparkles of some substance seem to float around.
This section of the garden is more sheltered and seems to crawl with an ethereal mind of its own. The very shadows that are everywhere twist and move around as though they were living predators. Neither the sun nor the lattice-work are visible here.
The lattice ceiling descends here where it connects with the ground just past the large hedge. Passages still lead to the north and south while the path exits to the west.
The path remains unaltered here with vine covered passages to the north and south and a clear cut path to the east and west. The lattice ceiling appears to be constructed out of a glass-like material and a greenish colored metal.
This extension of the garden is subtly less fascinating than the rest of the garden was. It consists of a simple clearing surrounded by a smooth green hedge that is carved on the other side of the room into a Yin-Yang. The ground is a short cropped grass that provides padding. A single red flower stands alone in the center of the clearing.
This part of the garden seems to transform and alter its appearance every few seconds. Even the grass changes color and alters in a hypnotic fashion.
This garden is completely made from multi-colored bushes that surround the garden. The array might seem to form patterns that might be best seen overhead. It is here a tribute has been made for the great cleric that used to be a member of the defenders.
This is the entrance to a long hallway lined with books. To the south, the library connects with Trinity Ave. while to the north is the rest of the library.
A large hall of books stretches north and south.
This is the northern end of a vast hall of books.
The entrance marks the great museum of Trinity. A Museum devoted to honoring the defenders who once saved this town from certain destruction. Along the walls, various paintings and drawings of the defenders in battle display themselves on the polished marble that forms most of the building. A thin carpet extends north to other parts of the museum and decorated entrances line the sides of the hall.
Along the walls, various writings depict the progression of the great cleric Deneir. He began in his order at the age of thirteen where he quickly rose to leadership stature before joining the defenders. His accomplishments are well known worldwide and his dedication to humanity was always respected.
This room has been set apart for the expressed purpose of honoring the great warrior that fought with the defenders. Various pictures of weapons and writings adorn the walls with history related to this great warrior. It appears that Cringewind was born a noble and at the age of 2 was kidnapped to work as a slave for a group of traveling barbarians. They took a liking to the child and raised him to be a great warrior. His clan was annihilated by a spiked dragon during a random tirade leaving Cringewind as a sole survivor. Almost right afterwards, he joined the defenders in order to exact his vengeance on the spiked dragons.
This part of the western section of the museum is devoted to Shadowbolt, the great mage. He was born the son of one of the mysterious wizards of the Dragon. During his youth, magic was something used every day. When the wizards vanished for no apparent reason, he was only sixty-five years of age. Shortly afterward, the defenders found him wandering the forest of shilmista and counted him as one of their ranks. His magical abilities are legendary.
The museum continues here with passages branching off to the east and west. The pointed ceiling houses crystal-like windows that cast rainbow light patterns on the walls.
This part of the museum holds numerous crystals that form networks of beams of sunlight that outline various paintings and writings detailing the life of Tracer, the great psionicist of the defenders. Tracer was a mindflayer born of another dimension and brought to this world via a magical experiment that the spiked dragons were conducting. After summoning him, they enslaved him and forced Tracer to aid their iron grip on humanity. With the assistance of the defenders, he escaped and joined their efforts to combat the dragons.
The main feature of this room is an overpowering aroma of many different flowers located at the corners of the room. In the center of the room a sign describes the history of this great monk. Ejo is elvish for the flower walker and although Ejo was human, he was raised by a group of elves till he joined a monastery at the age of 10. He quickly became prominent in the monastery he resided at and broke off to learn other arts. The turning point in his life happened when all the monasteries he resided at were destroyed and his mission led Ejo to join the defenders and vanquish the dragons.
The northern end of the museum ends abruptly here with a marble wall. To the east and west, passages lead to specific exhibits while to the south is the rest of the museum.
This room is pentagonal in shape with many pieces of artwork on the walls. The paintings seem to actually imitate shadows and a movement for them. Little was known about this defender and few relics can be gathered regarding him.
This room is a small dusty passage at the back of the museum. Thick stone walls completely terminate this passage. A very thick layer of dust rests on the floor.
This section of the Town marks part of the commercial area. A small shop is placed to the west with a picture depicting a flask over the doorway. Another shop of a similar size is placed to the east with a picture of a wand and staff over the door. The town center is south from here and the Town ends abruptly to the north.
This wand shop of Trinity is very well stocked of many oddly shaped and colored wands. Various tools and instruments are on a bench at the end of the room.
Rindol has certainly done a good job with this shop. The flasks and vials that line the walls show off his more than adequate supply and talent for alchemy.
The road turns desolate here. All around, what looks as though it once was a field is now a charred mess of blackened dirt and rocks. Off to the north, a house is visible, strangely preserved from all this chaos. To the south are the safe confines of the town.
The chaos is even more pronounced here. Various charred masses emit a stench that could be nothing other than death. The house still stands ahead, but it is unreachable from this point.
The chaos is worse here. A small creek flows on the side of the road filled with a thick red liquid while human bones are strewn all over. Northwest of here, a house stands in rebellion to the destruction around it. While Northeast of here, an odd looking mountain made completely of human bones stands out at the base of another mountain.
The odor in the air smells even more putrid here. All around, death and destruction seem to carry a will of their own. With the exception of a house to the east. The door of the house is marked with a 'No Trespassing' sign and the house itself is surrounded by a steel picket fence.
It's a small, comfortable house with only a few windows. The place appears to be lived in, as the house is perfectly maintained from the inside. All the walls have multiple pictures and drawings on them except for the eastern wall.
This room is the wizard's laboratory. Along the walls, numerous books line the shelves as well as bottles and containers of various magical implements. In the center of the room is a large square table piled up with many books. Three other tables hold what looks like other magical experiments still in progress.
The road ends here where it connects with a mountain of rocks. To the east, a large cave, completely made from human bones has been constructed. The stench is still very apparent here and the cave has the words 'DO NOT ENTER' written in caked blood over the entrance. Immediately the cave begins with a pit.
The entrance to the cave of skeletons is marked by a large pit with no visible bottom. To the west, the cave exits into a desolate wasteland while to the east, the cave continues. An extremely powerful magical force seems to emanate from the very walls of this cave.
Here lies the heart of the ugly cave. On the walls of the cave, rows of skulls seem to point inward and the floor is made of a solid piece of granite.
The cave ends abruptly here. The cave walls appear to be carefully constructed so as to be airtight and so all the skulls point inward. The flawless granite slab connects to the wall of skeletons where it arches in all directions except for to the west.
This is the lair of the fabled spiked dragon. Every wall has had granite spikes worn into their surfaces and several fresh animal corpses are strewn about.
The entrance to a complex maze of passages.
A narrow, dusty passage twists on through the rock behind the museum.
A narrow, dusty passage twists on through the rock behind the museum.
A narrow, dusty passage twists on through the rock behind the museum.
A narrow, dusty passage twists on through the rock behind the museum.
The winding passage ends here where it meets a long hallway that extends north of here. On the wall, someone has marked PASSAGE OF THE GOLEM PROPERTY OF THE WIZARD BROWN DO NOT INTERFERE WITH MY NEW GOLEM EXPERIMENT ANYONE WHO ENTERS THE AREA, DOES SO AT HIS OWN RISK The hard stone floor has a thick layer of dust on it.
The room widens here, with a single metal doorway to the north. Along the walls, what must be hundreds of little buttons, each with a word on them, stand out on the black ceramic walls. On one wall it has written: In order that one might pass I ask only this that you push the right button and try not to miss. The Chill of its death you may soon mourn but although it dies it cannot be born.
The hallway continues north and south from here. The floors and walls are darker in this part of the hallway. Also, they seem to be made out of some ceramic material designed to withstand tremendous amounts of heat. Why would such a furnace be needed?
This room is a moderately sized dome with one entrance. All the walls are a perfect opaque black with no flaws in the ceramic material that makes up this room. The only alterations made in the bland room are the single exit to the south and an elevated floor in the center of the room.
The entrance to the great zoo of Trinity is made of a marble arch with two iron gates. Various animal sounds can be heard off in the distance as well as some odd smells.
This section of the zoo is reserved for the snidels. An odd creature that seems to interact with the physical plane at will. The creature is a plant eating creature rarely seen on the astral plane.
A small cobblestone path extends east and west here, with smaller paths branching out to the north and south. To the South a sign reads: The Snidel Pen To the North a sign reads: The Sabre-Tooth Tiger Pen
It is in this section of the zoo that the ferocious sabre tooth tigers are held. Magically sedated, they can be pet and interacted with at the visitors' pleasure. It is warned that one should not attempt to awake them from this magical sedation.
The path continues here with, extending the almost limitless array of animals. To the north a sign reads: 'Baby firecats' To the south a sign reads: 'Tarkunian rats'
The firecats' pen is rather large compared to the other pens. Various rodent life scurry around, providing food for the baby firecats.
In this pen, a rare breed of large but surprisingly smart rats are held for visitors. The pen is littered with odd devices meant to spark the interest of the various rats.
The cobblestone path ends here, with a pen to the north and west. To the North a sign reads: keeper's pen And To the west a sign reads: The Spiked dragon's pen
This is the room where the person in charge of zoo maintenance keeps his tools and doubles as an office.
A medium sized caged in area, with various feeders for the intended housed creatures. It is here that baby spiked dragons are being raised for the purpose of attempting to tame the creatures. It is believed that the only spiked dragons left in the world reside here.
The farmland is more visible now as the trees part some of the gloom away. The mighty Snowflake Mountains are much more visible now with the gentle hills leading up to them. To the north, the entrance to the farmland is barely visible.
A wide path begins here gently climbing away from the harbor. The path itself appears to be very well used with numerous horse and cart indentations in the road. Far towards the north, you see the peaks of the grand Snowflake Mountains.
Walls of fire align this place in a complete circle. A large shrine rests in the very center, obviously dedicated to the elemental Gods of air. A white cloud hovers over the flaming walls suspended in motion. As it circles the room the shadows constantly change. A large coffin, oddly enough, rests against the fiery wall in what must be the northern part of the circle. The surface below your feet seems to be made of solid platinum. There are statues of great heroes in which Storm has dedicated her afterlife to. Although much of this room gives an eerie feeling, you feel more than welcome and comfortable to be here.